OpenGLRenderer.cpp revision e3a9b24b5e3f9b2058486814a6d27729e51ad466
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathRenderer.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145bool OpenGLRenderer::isDeferred() { 146 return false; 147} 148 149void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156} 157 158void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166} 167 168status_t OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170} 171 172status_t OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, 173 bool opaque) { 174 mCaches.clearGarbage(); 175 176 mSnapshot = new Snapshot(mFirstSnapshot, 177 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 178 mSnapshot->fbo = getTargetFbo(); 179 mSaveCount = 1; 180 181 mSnapshot->setClip(left, top, right, bottom); 182 mDirtyClip = true; 183 184 updateLayers(); 185 186 discardFramebuffer(left, top, right, bottom); 187 188 syncState(); 189 190 // Functors break the tiling extension in pretty spectacular ways 191 // This ensures we don't use tiling when a functor is going to be 192 // invoked during the frame 193 mSuppressTiling = mCaches.hasRegisteredFunctors(); 194 195 mTilingSnapshot = mSnapshot; 196 startTiling(mTilingSnapshot, true); 197 198 debugOverdraw(true, true); 199 200 return clear(left, top, right, bottom, opaque); 201} 202 203void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 204 // If we know that we are going to redraw the entire framebuffer, 205 // perform a discard to let the driver know we don't need to preserve 206 // the back buffer for this frame. 207 if (mCaches.extensions.hasDiscardFramebuffer() && 208 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 209 const GLenum attachments[] = { getTargetFbo() == 0 ? (const GLenum) GL_COLOR_EXT : 210 (const GLenum) GL_COLOR_ATTACHMENT0 }; 211 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 212 } 213} 214 215status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 216 if (!opaque) { 217 mCaches.enableScissor(); 218 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 219 glClear(GL_COLOR_BUFFER_BIT); 220 return DrawGlInfo::kStatusDrew; 221 } 222 223 mCaches.resetScissor(); 224 return DrawGlInfo::kStatusDone; 225} 226 227void OpenGLRenderer::syncState() { 228 glViewport(0, 0, mWidth, mHeight); 229 230 if (mCaches.blend) { 231 glEnable(GL_BLEND); 232 } else { 233 glDisable(GL_BLEND); 234 } 235} 236 237void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 238 if (!mSuppressTiling) { 239 Rect* clip = mTilingSnapshot->clipRect; 240 if (s->flags & Snapshot::kFlagIsFboLayer) { 241 clip = s->clipRect; 242 } 243 244 mCaches.startTiling(clip->left, s->height - clip->bottom, 245 clip->right - clip->left, clip->bottom - clip->top, opaque); 246 } 247} 248 249void OpenGLRenderer::endTiling() { 250 if (!mSuppressTiling) mCaches.endTiling(); 251} 252 253void OpenGLRenderer::finish() { 254 renderOverdraw(); 255 endTiling(); 256 257 if (!suppressErrorChecks()) { 258#if DEBUG_OPENGL 259 GLenum status = GL_NO_ERROR; 260 while ((status = glGetError()) != GL_NO_ERROR) { 261 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 262 switch (status) { 263 case GL_INVALID_ENUM: 264 ALOGE(" GL_INVALID_ENUM"); 265 break; 266 case GL_INVALID_VALUE: 267 ALOGE(" GL_INVALID_VALUE"); 268 break; 269 case GL_INVALID_OPERATION: 270 ALOGE(" GL_INVALID_OPERATION"); 271 break; 272 case GL_OUT_OF_MEMORY: 273 ALOGE(" Out of memory!"); 274 break; 275 } 276 } 277#endif 278 279#if DEBUG_MEMORY_USAGE 280 mCaches.dumpMemoryUsage(); 281#else 282 if (mCaches.getDebugLevel() & kDebugMemory) { 283 mCaches.dumpMemoryUsage(); 284 } 285#endif 286 } 287} 288 289void OpenGLRenderer::interrupt() { 290 if (mCaches.currentProgram) { 291 if (mCaches.currentProgram->isInUse()) { 292 mCaches.currentProgram->remove(); 293 mCaches.currentProgram = NULL; 294 } 295 } 296 mCaches.unbindMeshBuffer(); 297 mCaches.unbindIndicesBuffer(); 298 mCaches.resetVertexPointers(); 299 mCaches.disbaleTexCoordsVertexArray(); 300 debugOverdraw(false, false); 301} 302 303void OpenGLRenderer::resume() { 304 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 305 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 306 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 307 debugOverdraw(true, false); 308 309 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 310 311 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 312 mCaches.enableScissor(); 313 mCaches.resetScissor(); 314 dirtyClip(); 315 316 mCaches.activeTexture(0); 317 318 mCaches.blend = true; 319 glEnable(GL_BLEND); 320 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 321 glBlendEquation(GL_FUNC_ADD); 322} 323 324void OpenGLRenderer::resumeAfterLayer() { 325 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 326 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 327 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 328 debugOverdraw(true, false); 329 330 mCaches.resetScissor(); 331 dirtyClip(); 332} 333 334void OpenGLRenderer::detachFunctor(Functor* functor) { 335 mFunctors.remove(functor); 336} 337 338void OpenGLRenderer::attachFunctor(Functor* functor) { 339 mFunctors.add(functor); 340} 341 342status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 343 status_t result = DrawGlInfo::kStatusDone; 344 size_t count = mFunctors.size(); 345 346 if (count > 0) { 347 interrupt(); 348 SortedVector<Functor*> functors(mFunctors); 349 mFunctors.clear(); 350 351 DrawGlInfo info; 352 info.clipLeft = 0; 353 info.clipTop = 0; 354 info.clipRight = 0; 355 info.clipBottom = 0; 356 info.isLayer = false; 357 info.width = 0; 358 info.height = 0; 359 memset(info.transform, 0, sizeof(float) * 16); 360 361 for (size_t i = 0; i < count; i++) { 362 Functor* f = functors.itemAt(i); 363 result |= (*f)(DrawGlInfo::kModeProcess, &info); 364 365 if (result & DrawGlInfo::kStatusDraw) { 366 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 367 dirty.unionWith(localDirty); 368 } 369 370 if (result & DrawGlInfo::kStatusInvoke) { 371 mFunctors.add(f); 372 } 373 } 374 resume(); 375 } 376 377 return result; 378} 379 380status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 381 interrupt(); 382 detachFunctor(functor); 383 384 mCaches.enableScissor(); 385 if (mDirtyClip) { 386 setScissorFromClip(); 387 } 388 389 Rect clip(*mSnapshot->clipRect); 390 clip.snapToPixelBoundaries(); 391 392 // Since we don't know what the functor will draw, let's dirty 393 // tne entire clip region 394 if (hasLayer()) { 395 dirtyLayerUnchecked(clip, getRegion()); 396 } 397 398 DrawGlInfo info; 399 info.clipLeft = clip.left; 400 info.clipTop = clip.top; 401 info.clipRight = clip.right; 402 info.clipBottom = clip.bottom; 403 info.isLayer = hasLayer(); 404 info.width = getSnapshot()->viewport.getWidth(); 405 info.height = getSnapshot()->height; 406 getSnapshot()->transform->copyTo(&info.transform[0]); 407 408 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 409 410 if (result != DrawGlInfo::kStatusDone) { 411 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 412 dirty.unionWith(localDirty); 413 414 if (result & DrawGlInfo::kStatusInvoke) { 415 mFunctors.add(functor); 416 } 417 } 418 419 resume(); 420 return result; 421} 422 423/////////////////////////////////////////////////////////////////////////////// 424// Debug 425/////////////////////////////////////////////////////////////////////////////// 426 427void OpenGLRenderer::startMark(const char* name) const { 428 mCaches.startMark(0, name); 429} 430 431void OpenGLRenderer::endMark() const { 432 mCaches.endMark(); 433} 434 435void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 436 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 437 if (clear) { 438 mCaches.disableScissor(); 439 mCaches.stencil.clear(); 440 } 441 if (enable) { 442 mCaches.stencil.enableDebugWrite(); 443 } else { 444 mCaches.stencil.disable(); 445 } 446 } 447} 448 449void OpenGLRenderer::renderOverdraw() { 450 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 451 const Rect* clip = mTilingSnapshot->clipRect; 452 453 mCaches.enableScissor(); 454 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 455 clip->right - clip->left, clip->bottom - clip->top); 456 457 mCaches.stencil.enableDebugTest(2); 458 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 459 mCaches.stencil.enableDebugTest(3); 460 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 461 mCaches.stencil.enableDebugTest(4); 462 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 463 mCaches.stencil.enableDebugTest(4, true); 464 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 465 mCaches.stencil.disable(); 466 } 467} 468 469/////////////////////////////////////////////////////////////////////////////// 470// Layers 471/////////////////////////////////////////////////////////////////////////////// 472 473bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 474 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 475 OpenGLRenderer* renderer = layer->renderer; 476 Rect& dirty = layer->dirtyRect; 477 478 if (inFrame) { 479 endTiling(); 480 debugOverdraw(false, false); 481 } 482 483 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 484 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 485 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 486 renderer->finish(); 487 488 if (inFrame) { 489 resumeAfterLayer(); 490 startTiling(mSnapshot); 491 } 492 493 dirty.setEmpty(); 494 layer->deferredUpdateScheduled = false; 495 layer->renderer = NULL; 496 layer->displayList = NULL; 497 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 498 499 return true; 500 } 501 502 return false; 503} 504 505void OpenGLRenderer::updateLayers() { 506 int count = mLayerUpdates.size(); 507 if (count > 0) { 508 startMark("Layer Updates"); 509 510 // Note: it is very important to update the layers in reverse order 511 for (int i = count - 1; i >= 0; i--) { 512 Layer* layer = mLayerUpdates.itemAt(i); 513 updateLayer(layer, false); 514 mCaches.resourceCache.decrementRefcount(layer); 515 } 516 mLayerUpdates.clear(); 517 518 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 519 endMark(); 520 } 521} 522 523void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 524 if (layer) { 525 mLayerUpdates.push_back(layer); 526 mCaches.resourceCache.incrementRefcount(layer); 527 } 528} 529 530void OpenGLRenderer::clearLayerUpdates() { 531 size_t count = mLayerUpdates.size(); 532 if (count > 0) { 533 mCaches.resourceCache.lock(); 534 for (size_t i = 0; i < count; i++) { 535 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 536 } 537 mCaches.resourceCache.unlock(); 538 mLayerUpdates.clear(); 539 } 540} 541 542/////////////////////////////////////////////////////////////////////////////// 543// State management 544/////////////////////////////////////////////////////////////////////////////// 545 546int OpenGLRenderer::getSaveCount() const { 547 return mSaveCount; 548} 549 550int OpenGLRenderer::save(int flags) { 551 return saveSnapshot(flags); 552} 553 554void OpenGLRenderer::restore() { 555 if (mSaveCount > 1) { 556 restoreSnapshot(); 557 } 558} 559 560void OpenGLRenderer::restoreToCount(int saveCount) { 561 if (saveCount < 1) saveCount = 1; 562 563 while (mSaveCount > saveCount) { 564 restoreSnapshot(); 565 } 566} 567 568int OpenGLRenderer::saveSnapshot(int flags) { 569 mSnapshot = new Snapshot(mSnapshot, flags); 570 return mSaveCount++; 571} 572 573bool OpenGLRenderer::restoreSnapshot() { 574 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 575 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 576 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 577 578 sp<Snapshot> current = mSnapshot; 579 sp<Snapshot> previous = mSnapshot->previous; 580 581 if (restoreOrtho) { 582 Rect& r = previous->viewport; 583 glViewport(r.left, r.top, r.right, r.bottom); 584 mOrthoMatrix.load(current->orthoMatrix); 585 } 586 587 mSaveCount--; 588 mSnapshot = previous; 589 590 if (restoreClip) { 591 dirtyClip(); 592 } 593 594 if (restoreLayer) { 595 composeLayer(current, previous); 596 } 597 598 return restoreClip; 599} 600 601/////////////////////////////////////////////////////////////////////////////// 602// Layers 603/////////////////////////////////////////////////////////////////////////////// 604 605int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 606 SkPaint* p, int flags) { 607 const GLuint previousFbo = mSnapshot->fbo; 608 const int count = saveSnapshot(flags); 609 610 if (!mSnapshot->isIgnored()) { 611 int alpha = 255; 612 SkXfermode::Mode mode; 613 614 if (p) { 615 alpha = p->getAlpha(); 616 mode = getXfermode(p->getXfermode()); 617 } else { 618 mode = SkXfermode::kSrcOver_Mode; 619 } 620 621 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 622 } 623 624 return count; 625} 626 627int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 628 int alpha, int flags) { 629 if (alpha >= 255) { 630 return saveLayer(left, top, right, bottom, NULL, flags); 631 } else { 632 SkPaint paint; 633 paint.setAlpha(alpha); 634 return saveLayer(left, top, right, bottom, &paint, flags); 635 } 636} 637 638/** 639 * Layers are viewed by Skia are slightly different than layers in image editing 640 * programs (for instance.) When a layer is created, previously created layers 641 * and the frame buffer still receive every drawing command. For instance, if a 642 * layer is created and a shape intersecting the bounds of the layers and the 643 * framebuffer is draw, the shape will be drawn on both (unless the layer was 644 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 645 * 646 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 647 * texture. Unfortunately, this is inefficient as it requires every primitive to 648 * be drawn n + 1 times, where n is the number of active layers. In practice this 649 * means, for every primitive: 650 * - Switch active frame buffer 651 * - Change viewport, clip and projection matrix 652 * - Issue the drawing 653 * 654 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 655 * To avoid this, layers are implemented in a different way here, at least in the 656 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 657 * is set. When this flag is set we can redirect all drawing operations into a 658 * single FBO. 659 * 660 * This implementation relies on the frame buffer being at least RGBA 8888. When 661 * a layer is created, only a texture is created, not an FBO. The content of the 662 * frame buffer contained within the layer's bounds is copied into this texture 663 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 664 * buffer and drawing continues as normal. This technique therefore treats the 665 * frame buffer as a scratch buffer for the layers. 666 * 667 * To compose the layers back onto the frame buffer, each layer texture 668 * (containing the original frame buffer data) is drawn as a simple quad over 669 * the frame buffer. The trick is that the quad is set as the composition 670 * destination in the blending equation, and the frame buffer becomes the source 671 * of the composition. 672 * 673 * Drawing layers with an alpha value requires an extra step before composition. 674 * An empty quad is drawn over the layer's region in the frame buffer. This quad 675 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 676 * quad is used to multiply the colors in the frame buffer. This is achieved by 677 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 678 * GL_ZERO, GL_SRC_ALPHA. 679 * 680 * Because glCopyTexImage2D() can be slow, an alternative implementation might 681 * be use to draw a single clipped layer. The implementation described above 682 * is correct in every case. 683 * 684 * (1) The frame buffer is actually not cleared right away. To allow the GPU 685 * to potentially optimize series of calls to glCopyTexImage2D, the frame 686 * buffer is left untouched until the first drawing operation. Only when 687 * something actually gets drawn are the layers regions cleared. 688 */ 689bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 690 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 691 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 692 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 693 694 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 695 696 // Window coordinates of the layer 697 Rect clip; 698 Rect bounds(left, top, right, bottom); 699 Rect untransformedBounds(bounds); 700 mSnapshot->transform->mapRect(bounds); 701 702 // Layers only make sense if they are in the framebuffer's bounds 703 if (bounds.intersect(*mSnapshot->clipRect)) { 704 // We cannot work with sub-pixels in this case 705 bounds.snapToPixelBoundaries(); 706 707 // When the layer is not an FBO, we may use glCopyTexImage so we 708 // need to make sure the layer does not extend outside the bounds 709 // of the framebuffer 710 if (!bounds.intersect(mSnapshot->previous->viewport)) { 711 bounds.setEmpty(); 712 } else if (fboLayer) { 713 clip.set(bounds); 714 mat4 inverse; 715 inverse.loadInverse(*mSnapshot->transform); 716 inverse.mapRect(clip); 717 clip.snapToPixelBoundaries(); 718 if (clip.intersect(untransformedBounds)) { 719 clip.translate(-left, -top); 720 bounds.set(untransformedBounds); 721 } else { 722 clip.setEmpty(); 723 } 724 } 725 } else { 726 bounds.setEmpty(); 727 } 728 729 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 730 bounds.getHeight() > mCaches.maxTextureSize || 731 (fboLayer && clip.isEmpty())) { 732 mSnapshot->empty = fboLayer; 733 } else { 734 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 735 } 736 737 // Bail out if we won't draw in this snapshot 738 if (mSnapshot->invisible || mSnapshot->empty) { 739 return false; 740 } 741 742 mCaches.activeTexture(0); 743 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 744 if (!layer) { 745 return false; 746 } 747 748 layer->setAlpha(alpha, mode); 749 layer->layer.set(bounds); 750 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 751 bounds.getWidth() / float(layer->getWidth()), 0.0f); 752 layer->setColorFilter(mColorFilter); 753 layer->setBlend(true); 754 layer->setDirty(false); 755 756 // Save the layer in the snapshot 757 mSnapshot->flags |= Snapshot::kFlagIsLayer; 758 mSnapshot->layer = layer; 759 760 if (fboLayer) { 761 return createFboLayer(layer, bounds, clip, previousFbo); 762 } else { 763 // Copy the framebuffer into the layer 764 layer->bindTexture(); 765 if (!bounds.isEmpty()) { 766 if (layer->isEmpty()) { 767 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 768 bounds.left, mSnapshot->height - bounds.bottom, 769 layer->getWidth(), layer->getHeight(), 0); 770 layer->setEmpty(false); 771 } else { 772 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 773 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 774 } 775 776 // Enqueue the buffer coordinates to clear the corresponding region later 777 mLayers.push(new Rect(bounds)); 778 } 779 } 780 781 return true; 782} 783 784bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 785 layer->setFbo(mCaches.fboCache.get()); 786 787 mSnapshot->region = &mSnapshot->layer->region; 788 mSnapshot->flags |= Snapshot::kFlagFboTarget; 789 790 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 791 mSnapshot->fbo = layer->getFbo(); 792 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 793 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 794 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 795 mSnapshot->height = bounds.getHeight(); 796 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 797 mSnapshot->orthoMatrix.load(mOrthoMatrix); 798 799 endTiling(); 800 debugOverdraw(false, false); 801 // Bind texture to FBO 802 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 803 layer->bindTexture(); 804 805 // Initialize the texture if needed 806 if (layer->isEmpty()) { 807 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 808 layer->setEmpty(false); 809 } 810 811 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 812 layer->getTexture(), 0); 813 814 startTiling(mSnapshot); 815 816 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 817 mCaches.enableScissor(); 818 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 819 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 820 glClear(GL_COLOR_BUFFER_BIT); 821 822 dirtyClip(); 823 824 // Change the ortho projection 825 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 826 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 827 828 return true; 829} 830 831/** 832 * Read the documentation of createLayer() before doing anything in this method. 833 */ 834void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 835 if (!current->layer) { 836 ALOGE("Attempting to compose a layer that does not exist"); 837 return; 838 } 839 840 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 841 842 if (fboLayer) { 843 endTiling(); 844 845 // Detach the texture from the FBO 846 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 847 // Unbind current FBO and restore previous one 848 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 849 debugOverdraw(true, false); 850 851 startTiling(previous); 852 } 853 854 Layer* layer = current->layer; 855 const Rect& rect = layer->layer; 856 857 if (!fboLayer && layer->getAlpha() < 255) { 858 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 859 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 860 // Required below, composeLayerRect() will divide by 255 861 layer->setAlpha(255); 862 } 863 864 mCaches.unbindMeshBuffer(); 865 866 mCaches.activeTexture(0); 867 868 // When the layer is stored in an FBO, we can save a bit of fillrate by 869 // drawing only the dirty region 870 if (fboLayer) { 871 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 872 if (layer->getColorFilter()) { 873 setupColorFilter(layer->getColorFilter()); 874 } 875 composeLayerRegion(layer, rect); 876 if (layer->getColorFilter()) { 877 resetColorFilter(); 878 } 879 } else if (!rect.isEmpty()) { 880 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 881 composeLayerRect(layer, rect, true); 882 } 883 884 if (fboLayer) { 885 // Note: No need to use glDiscardFramebufferEXT() since we never 886 // create/compose layers that are not on screen with this 887 // code path 888 // See LayerRenderer::destroyLayer(Layer*) 889 890 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 891 mCaches.fboCache.put(current->fbo); 892 layer->setFbo(0); 893 } 894 895 dirtyClip(); 896 897 // Failing to add the layer to the cache should happen only if the layer is too large 898 if (!mCaches.layerCache.put(layer)) { 899 LAYER_LOGD("Deleting layer"); 900 Caches::getInstance().resourceCache.decrementRefcount(layer); 901 } 902} 903 904void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 905 float alpha = layer->getAlpha() / 255.0f; 906 907 setupDraw(); 908 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 909 setupDrawWithTexture(); 910 } else { 911 setupDrawWithExternalTexture(); 912 } 913 setupDrawTextureTransform(); 914 setupDrawColor(alpha, alpha, alpha, alpha); 915 setupDrawColorFilter(); 916 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 917 setupDrawProgram(); 918 setupDrawPureColorUniforms(); 919 setupDrawColorFilterUniforms(); 920 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 921 setupDrawTexture(layer->getTexture()); 922 } else { 923 setupDrawExternalTexture(layer->getTexture()); 924 } 925 if (mSnapshot->transform->isPureTranslate() && 926 layer->getWidth() == (uint32_t) rect.getWidth() && 927 layer->getHeight() == (uint32_t) rect.getHeight()) { 928 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 929 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 930 931 layer->setFilter(GL_NEAREST); 932 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 933 } else { 934 layer->setFilter(GL_LINEAR); 935 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 936 } 937 setupDrawTextureTransformUniforms(layer->getTexTransform()); 938 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 939 940 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 941 942 finishDrawTexture(); 943} 944 945void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 946 if (!layer->isTextureLayer()) { 947 const Rect& texCoords = layer->texCoords; 948 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 949 texCoords.right, texCoords.bottom); 950 951 float x = rect.left; 952 float y = rect.top; 953 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 954 layer->getWidth() == (uint32_t) rect.getWidth() && 955 layer->getHeight() == (uint32_t) rect.getHeight(); 956 957 if (simpleTransform) { 958 // When we're swapping, the layer is already in screen coordinates 959 if (!swap) { 960 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 961 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 962 } 963 964 layer->setFilter(GL_NEAREST, true); 965 } else { 966 layer->setFilter(GL_LINEAR, true); 967 } 968 969 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 970 layer->getTexture(), layer->getAlpha() / 255.0f, 971 layer->getMode(), layer->isBlend(), 972 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 973 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 974 975 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 976 } else { 977 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 978 drawTextureLayer(layer, rect); 979 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 980 } 981} 982 983void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 984 if (layer->region.isRect()) { 985 layer->setRegionAsRect(); 986 987 composeLayerRect(layer, layer->regionRect); 988 989 layer->region.clear(); 990 return; 991 } 992 993 // TODO: See LayerRenderer.cpp::generateMesh() for important 994 // information about this implementation 995 if (CC_LIKELY(!layer->region.isEmpty())) { 996 size_t count; 997 const android::Rect* rects = layer->region.getArray(&count); 998 999 const float alpha = layer->getAlpha() / 255.0f; 1000 const float texX = 1.0f / float(layer->getWidth()); 1001 const float texY = 1.0f / float(layer->getHeight()); 1002 const float height = rect.getHeight(); 1003 1004 TextureVertex* mesh = mCaches.getRegionMesh(); 1005 GLsizei numQuads = 0; 1006 1007 setupDraw(); 1008 setupDrawWithTexture(); 1009 setupDrawColor(alpha, alpha, alpha, alpha); 1010 setupDrawColorFilter(); 1011 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1012 setupDrawProgram(); 1013 setupDrawDirtyRegionsDisabled(); 1014 setupDrawPureColorUniforms(); 1015 setupDrawColorFilterUniforms(); 1016 setupDrawTexture(layer->getTexture()); 1017 if (mSnapshot->transform->isPureTranslate()) { 1018 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1019 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1020 1021 layer->setFilter(GL_NEAREST); 1022 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1023 } else { 1024 layer->setFilter(GL_LINEAR); 1025 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1026 } 1027 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1028 1029 for (size_t i = 0; i < count; i++) { 1030 const android::Rect* r = &rects[i]; 1031 1032 const float u1 = r->left * texX; 1033 const float v1 = (height - r->top) * texY; 1034 const float u2 = r->right * texX; 1035 const float v2 = (height - r->bottom) * texY; 1036 1037 // TODO: Reject quads outside of the clip 1038 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1039 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1040 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1041 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1042 1043 numQuads++; 1044 1045 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1046 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1047 numQuads = 0; 1048 mesh = mCaches.getRegionMesh(); 1049 } 1050 } 1051 1052 if (numQuads > 0) { 1053 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1054 } 1055 1056 finishDrawTexture(); 1057 1058#if DEBUG_LAYERS_AS_REGIONS 1059 drawRegionRects(layer->region); 1060#endif 1061 1062 layer->region.clear(); 1063 } 1064} 1065 1066void OpenGLRenderer::drawRegionRects(const Region& region) { 1067#if DEBUG_LAYERS_AS_REGIONS 1068 size_t count; 1069 const android::Rect* rects = region.getArray(&count); 1070 1071 uint32_t colors[] = { 1072 0x7fff0000, 0x7f00ff00, 1073 0x7f0000ff, 0x7fff00ff, 1074 }; 1075 1076 int offset = 0; 1077 int32_t top = rects[0].top; 1078 1079 for (size_t i = 0; i < count; i++) { 1080 if (top != rects[i].top) { 1081 offset ^= 0x2; 1082 top = rects[i].top; 1083 } 1084 1085 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1086 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1087 SkXfermode::kSrcOver_Mode); 1088 } 1089#endif 1090} 1091 1092void OpenGLRenderer::dirtyLayer(const float left, const float top, 1093 const float right, const float bottom, const mat4 transform) { 1094 if (hasLayer()) { 1095 Rect bounds(left, top, right, bottom); 1096 transform.mapRect(bounds); 1097 dirtyLayerUnchecked(bounds, getRegion()); 1098 } 1099} 1100 1101void OpenGLRenderer::dirtyLayer(const float left, const float top, 1102 const float right, const float bottom) { 1103 if (hasLayer()) { 1104 Rect bounds(left, top, right, bottom); 1105 dirtyLayerUnchecked(bounds, getRegion()); 1106 } 1107} 1108 1109void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1110 if (bounds.intersect(*mSnapshot->clipRect)) { 1111 bounds.snapToPixelBoundaries(); 1112 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1113 if (!dirty.isEmpty()) { 1114 region->orSelf(dirty); 1115 } 1116 } 1117} 1118 1119void OpenGLRenderer::clearLayerRegions() { 1120 const size_t count = mLayers.size(); 1121 if (count == 0) return; 1122 1123 if (!mSnapshot->isIgnored()) { 1124 // Doing several glScissor/glClear here can negatively impact 1125 // GPUs with a tiler architecture, instead we draw quads with 1126 // the Clear blending mode 1127 1128 // The list contains bounds that have already been clipped 1129 // against their initial clip rect, and the current clip 1130 // is likely different so we need to disable clipping here 1131 bool scissorChanged = mCaches.disableScissor(); 1132 1133 Vertex mesh[count * 6]; 1134 Vertex* vertex = mesh; 1135 1136 for (uint32_t i = 0; i < count; i++) { 1137 Rect* bounds = mLayers.itemAt(i); 1138 1139 Vertex::set(vertex++, bounds->left, bounds->bottom); 1140 Vertex::set(vertex++, bounds->left, bounds->top); 1141 Vertex::set(vertex++, bounds->right, bounds->top); 1142 Vertex::set(vertex++, bounds->left, bounds->bottom); 1143 Vertex::set(vertex++, bounds->right, bounds->top); 1144 Vertex::set(vertex++, bounds->right, bounds->bottom); 1145 1146 delete bounds; 1147 } 1148 1149 setupDraw(false); 1150 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1151 setupDrawBlending(true, SkXfermode::kClear_Mode); 1152 setupDrawProgram(); 1153 setupDrawPureColorUniforms(); 1154 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1155 setupDrawVertices(&mesh[0].position[0]); 1156 1157 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1158 1159 if (scissorChanged) mCaches.enableScissor(); 1160 } else { 1161 for (uint32_t i = 0; i < count; i++) { 1162 delete mLayers.itemAt(i); 1163 } 1164 } 1165 1166 mLayers.clear(); 1167} 1168 1169/////////////////////////////////////////////////////////////////////////////// 1170// Transforms 1171/////////////////////////////////////////////////////////////////////////////// 1172 1173void OpenGLRenderer::translate(float dx, float dy) { 1174 mSnapshot->transform->translate(dx, dy, 0.0f); 1175} 1176 1177void OpenGLRenderer::rotate(float degrees) { 1178 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1179} 1180 1181void OpenGLRenderer::scale(float sx, float sy) { 1182 mSnapshot->transform->scale(sx, sy, 1.0f); 1183} 1184 1185void OpenGLRenderer::skew(float sx, float sy) { 1186 mSnapshot->transform->skew(sx, sy); 1187} 1188 1189void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1190 if (matrix) { 1191 mSnapshot->transform->load(*matrix); 1192 } else { 1193 mSnapshot->transform->loadIdentity(); 1194 } 1195} 1196 1197void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1198 mSnapshot->transform->copyTo(*matrix); 1199} 1200 1201void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1202 SkMatrix transform; 1203 mSnapshot->transform->copyTo(transform); 1204 transform.preConcat(*matrix); 1205 mSnapshot->transform->load(transform); 1206} 1207 1208/////////////////////////////////////////////////////////////////////////////// 1209// Clipping 1210/////////////////////////////////////////////////////////////////////////////// 1211 1212void OpenGLRenderer::setScissorFromClip() { 1213 Rect clip(*mSnapshot->clipRect); 1214 clip.snapToPixelBoundaries(); 1215 1216 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1217 clip.getWidth(), clip.getHeight())) { 1218 mDirtyClip = false; 1219 } 1220} 1221 1222const Rect& OpenGLRenderer::getClipBounds() { 1223 return mSnapshot->getLocalClip(); 1224} 1225 1226bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1227 if (mSnapshot->isIgnored()) { 1228 return true; 1229 } 1230 1231 Rect r(left, top, right, bottom); 1232 mSnapshot->transform->mapRect(r); 1233 r.snapToPixelBoundaries(); 1234 1235 Rect clipRect(*mSnapshot->clipRect); 1236 clipRect.snapToPixelBoundaries(); 1237 1238 return !clipRect.intersects(r); 1239} 1240 1241bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1242 Rect& transformed, Rect& clip) { 1243 if (mSnapshot->isIgnored()) { 1244 return true; 1245 } 1246 1247 transformed.set(left, top, right, bottom); 1248 mSnapshot->transform->mapRect(transformed); 1249 transformed.snapToPixelBoundaries(); 1250 1251 clip.set(*mSnapshot->clipRect); 1252 clip.snapToPixelBoundaries(); 1253 1254 return !clip.intersects(transformed); 1255} 1256 1257bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1258 SkPaint* paint) { 1259 if (paint->getStyle() != SkPaint::kFill_Style) { 1260 float outset = paint->getStrokeWidth() * 0.5f; 1261 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1262 } else { 1263 return quickReject(left, top, right, bottom); 1264 } 1265} 1266 1267bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1268 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1269 return true; 1270 } 1271 1272 Rect r(left, top, right, bottom); 1273 mSnapshot->transform->mapRect(r); 1274 r.snapToPixelBoundaries(); 1275 1276 Rect clipRect(*mSnapshot->clipRect); 1277 clipRect.snapToPixelBoundaries(); 1278 1279 bool rejected = !clipRect.intersects(r); 1280 if (!isDeferred() && !rejected) { 1281 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1282 } 1283 1284 return rejected; 1285} 1286 1287bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1288 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1289 if (clipped) { 1290 dirtyClip(); 1291 } 1292 return !mSnapshot->clipRect->isEmpty(); 1293} 1294 1295Rect* OpenGLRenderer::getClipRect() { 1296 return mSnapshot->clipRect; 1297} 1298 1299/////////////////////////////////////////////////////////////////////////////// 1300// Drawing commands 1301/////////////////////////////////////////////////////////////////////////////// 1302 1303void OpenGLRenderer::setupDraw(bool clear) { 1304 // TODO: It would be best if we could do this before quickReject() 1305 // changes the scissor test state 1306 if (clear) clearLayerRegions(); 1307 if (mDirtyClip) { 1308 setScissorFromClip(); 1309 } 1310 mDescription.reset(); 1311 mSetShaderColor = false; 1312 mColorSet = false; 1313 mColorA = mColorR = mColorG = mColorB = 0.0f; 1314 mTextureUnit = 0; 1315 mTrackDirtyRegions = true; 1316} 1317 1318void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1319 mDescription.hasTexture = true; 1320 mDescription.hasAlpha8Texture = isAlpha8; 1321} 1322 1323void OpenGLRenderer::setupDrawWithExternalTexture() { 1324 mDescription.hasExternalTexture = true; 1325} 1326 1327void OpenGLRenderer::setupDrawNoTexture() { 1328 mCaches.disbaleTexCoordsVertexArray(); 1329} 1330 1331void OpenGLRenderer::setupDrawAA() { 1332 mDescription.isAA = true; 1333} 1334 1335void OpenGLRenderer::setupDrawVertexShape() { 1336 mDescription.isVertexShape = true; 1337} 1338 1339void OpenGLRenderer::setupDrawPoint(float pointSize) { 1340 mDescription.isPoint = true; 1341 mDescription.pointSize = pointSize; 1342} 1343 1344void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1345 mColorA = alpha / 255.0f; 1346 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1347 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1348 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1349 mColorSet = true; 1350 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1351} 1352 1353void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1354 mColorA = alpha / 255.0f; 1355 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1356 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1357 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1358 mColorSet = true; 1359 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1360} 1361 1362void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1363 mCaches.fontRenderer->describe(mDescription, paint); 1364} 1365 1366void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1367 mColorA = a; 1368 mColorR = r; 1369 mColorG = g; 1370 mColorB = b; 1371 mColorSet = true; 1372 mSetShaderColor = mDescription.setColor(r, g, b, a); 1373} 1374 1375void OpenGLRenderer::setupDrawShader() { 1376 if (mShader) { 1377 mShader->describe(mDescription, mCaches.extensions); 1378 } 1379} 1380 1381void OpenGLRenderer::setupDrawColorFilter() { 1382 if (mColorFilter) { 1383 mColorFilter->describe(mDescription, mCaches.extensions); 1384 } 1385} 1386 1387void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1388 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1389 mColorA = 1.0f; 1390 mColorR = mColorG = mColorB = 0.0f; 1391 mSetShaderColor = mDescription.modulate = true; 1392 } 1393} 1394 1395void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1396 // When the blending mode is kClear_Mode, we need to use a modulate color 1397 // argb=1,0,0,0 1398 accountForClear(mode); 1399 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1400 mDescription, swapSrcDst); 1401} 1402 1403void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1404 // When the blending mode is kClear_Mode, we need to use a modulate color 1405 // argb=1,0,0,0 1406 accountForClear(mode); 1407 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1408 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1409} 1410 1411void OpenGLRenderer::setupDrawProgram() { 1412 useProgram(mCaches.programCache.get(mDescription)); 1413} 1414 1415void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1416 mTrackDirtyRegions = false; 1417} 1418 1419void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1420 bool ignoreTransform) { 1421 mModelView.loadTranslate(left, top, 0.0f); 1422 if (!ignoreTransform) { 1423 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1424 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1425 } else { 1426 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1427 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1428 } 1429} 1430 1431void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1432 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1433} 1434 1435void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1436 bool ignoreTransform, bool ignoreModelView) { 1437 if (!ignoreModelView) { 1438 mModelView.loadTranslate(left, top, 0.0f); 1439 mModelView.scale(right - left, bottom - top, 1.0f); 1440 } else { 1441 mModelView.loadIdentity(); 1442 } 1443 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1444 if (!ignoreTransform) { 1445 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1446 if (mTrackDirtyRegions && dirty) { 1447 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1448 } 1449 } else { 1450 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1451 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1452 } 1453} 1454 1455void OpenGLRenderer::setupDrawPointUniforms() { 1456 int slot = mCaches.currentProgram->getUniform("pointSize"); 1457 glUniform1f(slot, mDescription.pointSize); 1458} 1459 1460void OpenGLRenderer::setupDrawColorUniforms() { 1461 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1462 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1463 } 1464} 1465 1466void OpenGLRenderer::setupDrawPureColorUniforms() { 1467 if (mSetShaderColor) { 1468 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1469 } 1470} 1471 1472void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1473 if (mShader) { 1474 if (ignoreTransform) { 1475 mModelView.loadInverse(*mSnapshot->transform); 1476 } 1477 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1478 } 1479} 1480 1481void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1482 if (mShader) { 1483 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1484 } 1485} 1486 1487void OpenGLRenderer::setupDrawColorFilterUniforms() { 1488 if (mColorFilter) { 1489 mColorFilter->setupProgram(mCaches.currentProgram); 1490 } 1491} 1492 1493void OpenGLRenderer::setupDrawTextGammaUniforms() { 1494 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1495} 1496 1497void OpenGLRenderer::setupDrawSimpleMesh() { 1498 bool force = mCaches.bindMeshBuffer(); 1499 mCaches.bindPositionVertexPointer(force, 0); 1500 mCaches.unbindIndicesBuffer(); 1501} 1502 1503void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1504 bindTexture(texture); 1505 mTextureUnit++; 1506 mCaches.enableTexCoordsVertexArray(); 1507} 1508 1509void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1510 bindExternalTexture(texture); 1511 mTextureUnit++; 1512 mCaches.enableTexCoordsVertexArray(); 1513} 1514 1515void OpenGLRenderer::setupDrawTextureTransform() { 1516 mDescription.hasTextureTransform = true; 1517} 1518 1519void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1520 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1521 GL_FALSE, &transform.data[0]); 1522} 1523 1524void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1525 bool force = false; 1526 if (!vertices) { 1527 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1528 } else { 1529 force = mCaches.unbindMeshBuffer(); 1530 } 1531 1532 mCaches.bindPositionVertexPointer(force, vertices); 1533 if (mCaches.currentProgram->texCoords >= 0) { 1534 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1535 } 1536 1537 mCaches.unbindIndicesBuffer(); 1538} 1539 1540void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1541 bool force = mCaches.unbindMeshBuffer(); 1542 mCaches.bindPositionVertexPointer(force, vertices); 1543 if (mCaches.currentProgram->texCoords >= 0) { 1544 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1545 } 1546} 1547 1548void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1549 bool force = mCaches.unbindMeshBuffer(); 1550 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1551 mCaches.unbindIndicesBuffer(); 1552} 1553 1554/** 1555 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1556 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1557 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1558 * attributes (one per vertex) are values from zero to one that tells the fragment 1559 * shader where the fragment is in relation to the line width/length overall; these values are 1560 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1561 * region of the line. 1562 * Note that we only pass down the width values in this setup function. The length coordinates 1563 * are set up for each individual segment. 1564 */ 1565void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1566 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1567 bool force = mCaches.unbindMeshBuffer(); 1568 mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride); 1569 mCaches.resetTexCoordsVertexPointer(); 1570 mCaches.unbindIndicesBuffer(); 1571 1572 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1573 glEnableVertexAttribArray(widthSlot); 1574 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1575 1576 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1577 glEnableVertexAttribArray(lengthSlot); 1578 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1579 1580 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1581 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1582} 1583 1584void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1585 glDisableVertexAttribArray(widthSlot); 1586 glDisableVertexAttribArray(lengthSlot); 1587} 1588 1589void OpenGLRenderer::finishDrawTexture() { 1590} 1591 1592/////////////////////////////////////////////////////////////////////////////// 1593// Drawing 1594/////////////////////////////////////////////////////////////////////////////// 1595 1596status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1597 Rect& dirty, int32_t flags, uint32_t level) { 1598 1599 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1600 // will be performed by the display list itself 1601 if (displayList && displayList->isRenderable()) { 1602 return displayList->replay(*this, dirty, flags, level); 1603 } 1604 1605 return DrawGlInfo::kStatusDone; 1606} 1607 1608void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1609 if (displayList) { 1610 displayList->output(*this, level); 1611 } 1612} 1613 1614void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1615 int alpha; 1616 SkXfermode::Mode mode; 1617 getAlphaAndMode(paint, &alpha, &mode); 1618 1619 int color = paint != NULL ? paint->getColor() : 0; 1620 1621 float x = left; 1622 float y = top; 1623 1624 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1625 1626 bool ignoreTransform = false; 1627 if (mSnapshot->transform->isPureTranslate()) { 1628 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1629 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1630 ignoreTransform = true; 1631 1632 texture->setFilter(GL_NEAREST, true); 1633 } else { 1634 texture->setFilter(FILTER(paint), true); 1635 } 1636 1637 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1638 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1639 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1640} 1641 1642status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1643 const float right = left + bitmap->width(); 1644 const float bottom = top + bitmap->height(); 1645 1646 if (quickReject(left, top, right, bottom)) { 1647 return DrawGlInfo::kStatusDone; 1648 } 1649 1650 mCaches.activeTexture(0); 1651 Texture* texture = mCaches.textureCache.get(bitmap); 1652 if (!texture) return DrawGlInfo::kStatusDone; 1653 const AutoTexture autoCleanup(texture); 1654 1655 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1656 drawAlphaBitmap(texture, left, top, paint); 1657 } else { 1658 drawTextureRect(left, top, right, bottom, texture, paint); 1659 } 1660 1661 return DrawGlInfo::kStatusDrew; 1662} 1663 1664status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1665 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1666 const mat4 transform(*matrix); 1667 transform.mapRect(r); 1668 1669 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1670 return DrawGlInfo::kStatusDone; 1671 } 1672 1673 mCaches.activeTexture(0); 1674 Texture* texture = mCaches.textureCache.get(bitmap); 1675 if (!texture) return DrawGlInfo::kStatusDone; 1676 const AutoTexture autoCleanup(texture); 1677 1678 // This could be done in a cheaper way, all we need is pass the matrix 1679 // to the vertex shader. The save/restore is a bit overkill. 1680 save(SkCanvas::kMatrix_SaveFlag); 1681 concatMatrix(matrix); 1682 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1683 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1684 } else { 1685 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1686 } 1687 restore(); 1688 1689 return DrawGlInfo::kStatusDrew; 1690} 1691 1692status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1693 const float right = left + bitmap->width(); 1694 const float bottom = top + bitmap->height(); 1695 1696 if (quickReject(left, top, right, bottom)) { 1697 return DrawGlInfo::kStatusDone; 1698 } 1699 1700 mCaches.activeTexture(0); 1701 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1702 const AutoTexture autoCleanup(texture); 1703 1704 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1705 drawAlphaBitmap(texture, left, top, paint); 1706 } else { 1707 drawTextureRect(left, top, right, bottom, texture, paint); 1708 } 1709 1710 return DrawGlInfo::kStatusDrew; 1711} 1712 1713status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1714 float* vertices, int* colors, SkPaint* paint) { 1715 if (!vertices || mSnapshot->isIgnored()) { 1716 return DrawGlInfo::kStatusDone; 1717 } 1718 1719 float left = FLT_MAX; 1720 float top = FLT_MAX; 1721 float right = FLT_MIN; 1722 float bottom = FLT_MIN; 1723 1724 const uint32_t count = meshWidth * meshHeight * 6; 1725 1726 // TODO: Support the colors array 1727 TextureVertex mesh[count]; 1728 TextureVertex* vertex = mesh; 1729 1730 for (int32_t y = 0; y < meshHeight; y++) { 1731 for (int32_t x = 0; x < meshWidth; x++) { 1732 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1733 1734 float u1 = float(x) / meshWidth; 1735 float u2 = float(x + 1) / meshWidth; 1736 float v1 = float(y) / meshHeight; 1737 float v2 = float(y + 1) / meshHeight; 1738 1739 int ax = i + (meshWidth + 1) * 2; 1740 int ay = ax + 1; 1741 int bx = i; 1742 int by = bx + 1; 1743 int cx = i + 2; 1744 int cy = cx + 1; 1745 int dx = i + (meshWidth + 1) * 2 + 2; 1746 int dy = dx + 1; 1747 1748 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1749 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1750 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1751 1752 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1753 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1754 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1755 1756 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1757 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1758 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1759 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1760 } 1761 } 1762 1763 if (quickReject(left, top, right, bottom)) { 1764 return DrawGlInfo::kStatusDone; 1765 } 1766 1767 mCaches.activeTexture(0); 1768 Texture* texture = mCaches.textureCache.get(bitmap); 1769 if (!texture) return DrawGlInfo::kStatusDone; 1770 const AutoTexture autoCleanup(texture); 1771 1772 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1773 texture->setFilter(FILTER(paint), true); 1774 1775 int alpha; 1776 SkXfermode::Mode mode; 1777 getAlphaAndMode(paint, &alpha, &mode); 1778 1779 if (hasLayer()) { 1780 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1781 } 1782 1783 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1784 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1785 GL_TRIANGLES, count, false, false, 0, false, false); 1786 1787 return DrawGlInfo::kStatusDrew; 1788} 1789 1790status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1791 float srcLeft, float srcTop, float srcRight, float srcBottom, 1792 float dstLeft, float dstTop, float dstRight, float dstBottom, 1793 SkPaint* paint) { 1794 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1795 return DrawGlInfo::kStatusDone; 1796 } 1797 1798 mCaches.activeTexture(0); 1799 Texture* texture = mCaches.textureCache.get(bitmap); 1800 if (!texture) return DrawGlInfo::kStatusDone; 1801 const AutoTexture autoCleanup(texture); 1802 1803 const float width = texture->width; 1804 const float height = texture->height; 1805 1806 const float u1 = fmax(0.0f, srcLeft / width); 1807 const float v1 = fmax(0.0f, srcTop / height); 1808 const float u2 = fmin(1.0f, srcRight / width); 1809 const float v2 = fmin(1.0f, srcBottom / height); 1810 1811 mCaches.unbindMeshBuffer(); 1812 resetDrawTextureTexCoords(u1, v1, u2, v2); 1813 1814 int alpha; 1815 SkXfermode::Mode mode; 1816 getAlphaAndMode(paint, &alpha, &mode); 1817 1818 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1819 1820 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 1821 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 1822 1823 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 1824 // Apply a scale transform on the canvas only when a shader is in use 1825 // Skia handles the ratio between the dst and src rects as a scale factor 1826 // when a shader is set 1827 bool useScaleTransform = mShader && scaled; 1828 bool ignoreTransform = false; 1829 1830 if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) { 1831 float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1832 float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1833 1834 dstRight = x + (dstRight - dstLeft); 1835 dstBottom = y + (dstBottom - dstTop); 1836 1837 dstLeft = x; 1838 dstTop = y; 1839 1840 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 1841 ignoreTransform = true; 1842 } else { 1843 texture->setFilter(FILTER(paint), true); 1844 } 1845 1846 if (CC_UNLIKELY(useScaleTransform)) { 1847 save(SkCanvas::kMatrix_SaveFlag); 1848 translate(dstLeft, dstTop); 1849 scale(scaleX, scaleY); 1850 1851 dstLeft = 0.0f; 1852 dstTop = 0.0f; 1853 1854 dstRight = srcRight - srcLeft; 1855 dstBottom = srcBottom - srcTop; 1856 } 1857 1858 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1859 int color = paint ? paint->getColor() : 0; 1860 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 1861 texture->id, paint != NULL, color, alpha, mode, 1862 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1863 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1864 } else { 1865 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 1866 texture->id, alpha / 255.0f, mode, texture->blend, 1867 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1868 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 1869 } 1870 1871 if (CC_UNLIKELY(useScaleTransform)) { 1872 restore(); 1873 } 1874 1875 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1876 1877 return DrawGlInfo::kStatusDrew; 1878} 1879 1880status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1881 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1882 float left, float top, float right, float bottom, SkPaint* paint) { 1883 int alpha; 1884 SkXfermode::Mode mode; 1885 getAlphaAndModeDirect(paint, &alpha, &mode); 1886 1887 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1888 left, top, right, bottom, alpha, mode); 1889} 1890 1891status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1892 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1893 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1894 if (quickReject(left, top, right, bottom)) { 1895 return DrawGlInfo::kStatusDone; 1896 } 1897 1898 alpha *= mSnapshot->alpha; 1899 1900 mCaches.activeTexture(0); 1901 Texture* texture = mCaches.textureCache.get(bitmap); 1902 if (!texture) return DrawGlInfo::kStatusDone; 1903 const AutoTexture autoCleanup(texture); 1904 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1905 texture->setFilter(GL_LINEAR, true); 1906 1907 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1908 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1909 1910 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1911 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1912 // Mark the current layer dirty where we are going to draw the patch 1913 if (hasLayer() && mesh->hasEmptyQuads) { 1914 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1915 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1916 const size_t count = mesh->quads.size(); 1917 for (size_t i = 0; i < count; i++) { 1918 const Rect& bounds = mesh->quads.itemAt(i); 1919 if (CC_LIKELY(pureTranslate)) { 1920 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1921 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1922 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1923 } else { 1924 dirtyLayer(left + bounds.left, top + bounds.top, 1925 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1926 } 1927 } 1928 } 1929 1930 if (CC_LIKELY(pureTranslate)) { 1931 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1932 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1933 1934 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1935 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1936 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1937 true, !mesh->hasEmptyQuads); 1938 } else { 1939 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1940 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1941 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1942 true, !mesh->hasEmptyQuads); 1943 } 1944 } 1945 1946 return DrawGlInfo::kStatusDrew; 1947} 1948 1949/** 1950 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1951 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1952 * screen space in all directions. However, instead of using a fragment shader to compute the 1953 * translucency of the color from its position, we simply use a varying parameter to define how far 1954 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1955 * 1956 * Doesn't yet support joins, caps, or path effects. 1957 */ 1958void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 1959 int color = paint->getColor(); 1960 SkPaint::Style style = paint->getStyle(); 1961 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 1962 bool isAA = paint->isAntiAlias(); 1963 1964 VertexBuffer vertexBuffer; 1965 // TODO: try clipping large paths to viewport 1966 PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer); 1967 1968 if (!vertexBuffer.getSize()) { 1969 // no vertices to draw 1970 return; 1971 } 1972 1973 setupDraw(); 1974 setupDrawNoTexture(); 1975 if (isAA) setupDrawAA(); 1976 setupDrawVertexShape(); 1977 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1978 setupDrawColorFilter(); 1979 setupDrawShader(); 1980 setupDrawBlending(isAA, mode); 1981 setupDrawProgram(); 1982 setupDrawModelViewIdentity(); 1983 setupDrawColorUniforms(); 1984 setupDrawColorFilterUniforms(); 1985 setupDrawShaderIdentityUniforms(); 1986 1987 void* vertices = vertexBuffer.getBuffer(); 1988 bool force = mCaches.unbindMeshBuffer(); 1989 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 1990 mCaches.resetTexCoordsVertexPointer(); 1991 mCaches.unbindIndicesBuffer(); 1992 1993 int alphaSlot = -1; 1994 if (isAA) { 1995 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1996 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1997 1998 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1999 glEnableVertexAttribArray(alphaSlot); 2000 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2001 } 2002 2003 SkRect bounds = PathRenderer::computePathBounds(path, paint); 2004 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2005 2006 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2007 2008 if (isAA) { 2009 glDisableVertexAttribArray(alphaSlot); 2010 } 2011} 2012 2013/** 2014 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 2015 * rules for those lines produces some unexpected results, and may vary between hardware devices. 2016 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 2017 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 2018 * of the line. Hairlines are more involved because we need to account for transform scaling 2019 * to end up with a one-pixel-wide line in screen space.. 2020 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 2021 * in combination with values that we calculate and pass down in this method. The basic approach 2022 * is that the quad we create contains both the core line area plus a bounding area in which 2023 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 2024 * proportion of the width and the length of a given segment is represented by the boundary 2025 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 2026 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 2027 * on the inside). This ends up giving the result we want, with pixels that are completely 2028 * 'inside' the line area being filled opaquely and the other pixels being filled according to 2029 * how far into the boundary region they are, which is determined by shader interpolation. 2030 */ 2031status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2032 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2033 2034 const bool isAA = paint->isAntiAlias(); 2035 // We use half the stroke width here because we're going to position the quad 2036 // corner vertices half of the width away from the line endpoints 2037 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2038 // A stroke width of 0 has a special meaning in Skia: 2039 // it draws a line 1 px wide regardless of current transform 2040 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2041 2042 float inverseScaleX = 1.0f; 2043 float inverseScaleY = 1.0f; 2044 bool scaled = false; 2045 2046 int alpha; 2047 SkXfermode::Mode mode; 2048 2049 int generatedVerticesCount = 0; 2050 int verticesCount = count; 2051 if (count > 4) { 2052 // Polyline: account for extra vertices needed for continuous tri-strip 2053 verticesCount += (count - 4); 2054 } 2055 2056 if (isHairLine || isAA) { 2057 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2058 // the line on the screen should always be one pixel wide regardless of scale. For 2059 // AA lines, we only want one pixel of translucent boundary around the quad. 2060 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2061 Matrix4 *mat = mSnapshot->transform; 2062 float m00 = mat->data[Matrix4::kScaleX]; 2063 float m01 = mat->data[Matrix4::kSkewY]; 2064 float m10 = mat->data[Matrix4::kSkewX]; 2065 float m11 = mat->data[Matrix4::kScaleY]; 2066 2067 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2068 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2069 2070 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2071 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2072 2073 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2074 scaled = true; 2075 } 2076 } 2077 } 2078 2079 getAlphaAndMode(paint, &alpha, &mode); 2080 2081 mCaches.enableScissor(); 2082 2083 setupDraw(); 2084 setupDrawNoTexture(); 2085 if (isAA) { 2086 setupDrawAA(); 2087 } 2088 setupDrawColor(paint->getColor(), alpha); 2089 setupDrawColorFilter(); 2090 setupDrawShader(); 2091 setupDrawBlending(isAA, mode); 2092 setupDrawProgram(); 2093 setupDrawModelViewIdentity(true); 2094 setupDrawColorUniforms(); 2095 setupDrawColorFilterUniforms(); 2096 setupDrawShaderIdentityUniforms(); 2097 2098 if (isHairLine) { 2099 // Set a real stroke width to be used in quad construction 2100 halfStrokeWidth = isAA? 1 : .5; 2101 } else if (isAA && !scaled) { 2102 // Expand boundary to enable AA calculations on the quad border 2103 halfStrokeWidth += .5f; 2104 } 2105 2106 int widthSlot; 2107 int lengthSlot; 2108 2109 Vertex lines[verticesCount]; 2110 Vertex* vertices = &lines[0]; 2111 2112 AAVertex wLines[verticesCount]; 2113 AAVertex* aaVertices = &wLines[0]; 2114 2115 if (CC_UNLIKELY(!isAA)) { 2116 setupDrawVertices(vertices); 2117 } else { 2118 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2119 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2120 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2121 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2122 // This value is used in the fragment shader to determine how to fill fragments. 2123 // We will need to calculate the actual width proportion on each segment for 2124 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2125 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2126 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2127 boundaryWidthProportion, widthSlot, lengthSlot); 2128 } 2129 2130 AAVertex* prevAAVertex = NULL; 2131 Vertex* prevVertex = NULL; 2132 2133 int boundaryLengthSlot = -1; 2134 int boundaryWidthSlot = -1; 2135 2136 for (int i = 0; i < count; i += 4) { 2137 // a = start point, b = end point 2138 vec2 a(points[i], points[i + 1]); 2139 vec2 b(points[i + 2], points[i + 3]); 2140 2141 float length = 0; 2142 float boundaryLengthProportion = 0; 2143 float boundaryWidthProportion = 0; 2144 2145 // Find the normal to the line 2146 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2147 float x = n.x; 2148 n.x = -n.y; 2149 n.y = x; 2150 2151 if (isHairLine) { 2152 if (isAA) { 2153 float wideningFactor; 2154 if (fabs(n.x) >= fabs(n.y)) { 2155 wideningFactor = fabs(1.0f / n.x); 2156 } else { 2157 wideningFactor = fabs(1.0f / n.y); 2158 } 2159 n *= wideningFactor; 2160 } 2161 2162 if (scaled) { 2163 n.x *= inverseScaleX; 2164 n.y *= inverseScaleY; 2165 } 2166 } else if (scaled) { 2167 // Extend n by .5 pixel on each side, post-transform 2168 vec2 extendedN = n.copyNormalized(); 2169 extendedN /= 2; 2170 extendedN.x *= inverseScaleX; 2171 extendedN.y *= inverseScaleY; 2172 2173 float extendedNLength = extendedN.length(); 2174 // We need to set this value on the shader prior to drawing 2175 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2176 n += extendedN; 2177 } 2178 2179 // aa lines expand the endpoint vertices to encompass the AA boundary 2180 if (isAA) { 2181 vec2 abVector = (b - a); 2182 length = abVector.length(); 2183 abVector.normalize(); 2184 2185 if (scaled) { 2186 abVector.x *= inverseScaleX; 2187 abVector.y *= inverseScaleY; 2188 float abLength = abVector.length(); 2189 boundaryLengthProportion = .5 - abLength / (length + abLength); 2190 } else { 2191 boundaryLengthProportion = .5 - .5 / (length + 1); 2192 } 2193 2194 abVector /= 2; 2195 a -= abVector; 2196 b += abVector; 2197 } 2198 2199 // Four corners of the rectangle defining a thick line 2200 vec2 p1 = a - n; 2201 vec2 p2 = a + n; 2202 vec2 p3 = b + n; 2203 vec2 p4 = b - n; 2204 2205 2206 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2207 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2208 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2209 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2210 2211 if (!quickRejectNoScissor(left, top, right, bottom)) { 2212 if (!isAA) { 2213 if (prevVertex != NULL) { 2214 // Issue two repeat vertices to create degenerate triangles to bridge 2215 // between the previous line and the new one. This is necessary because 2216 // we are creating a single triangle_strip which will contain 2217 // potentially discontinuous line segments. 2218 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2219 Vertex::set(vertices++, p1.x, p1.y); 2220 generatedVerticesCount += 2; 2221 } 2222 2223 Vertex::set(vertices++, p1.x, p1.y); 2224 Vertex::set(vertices++, p2.x, p2.y); 2225 Vertex::set(vertices++, p4.x, p4.y); 2226 Vertex::set(vertices++, p3.x, p3.y); 2227 2228 prevVertex = vertices - 1; 2229 generatedVerticesCount += 4; 2230 } else { 2231 if (!isHairLine && scaled) { 2232 // Must set width proportions per-segment for scaled non-hairlines to use the 2233 // correct AA boundary dimensions 2234 if (boundaryWidthSlot < 0) { 2235 boundaryWidthSlot = 2236 mCaches.currentProgram->getUniform("boundaryWidth"); 2237 } 2238 2239 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2240 } 2241 2242 if (boundaryLengthSlot < 0) { 2243 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2244 } 2245 2246 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2247 2248 if (prevAAVertex != NULL) { 2249 // Issue two repeat vertices to create degenerate triangles to bridge 2250 // between the previous line and the new one. This is necessary because 2251 // we are creating a single triangle_strip which will contain 2252 // potentially discontinuous line segments. 2253 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2254 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2255 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2256 generatedVerticesCount += 2; 2257 } 2258 2259 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2260 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2261 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2262 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2263 2264 prevAAVertex = aaVertices - 1; 2265 generatedVerticesCount += 4; 2266 } 2267 2268 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2269 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2270 *mSnapshot->transform); 2271 } 2272 } 2273 2274 if (generatedVerticesCount > 0) { 2275 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2276 } 2277 2278 if (isAA) { 2279 finishDrawAALine(widthSlot, lengthSlot); 2280 } 2281 2282 return DrawGlInfo::kStatusDrew; 2283} 2284 2285status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2286 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2287 2288 // TODO: The paint's cap style defines whether the points are square or circular 2289 // TODO: Handle AA for round points 2290 2291 // A stroke width of 0 has a special meaning in Skia: 2292 // it draws an unscaled 1px point 2293 float strokeWidth = paint->getStrokeWidth(); 2294 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2295 if (isHairLine) { 2296 // Now that we know it's hairline, we can set the effective width, to be used later 2297 strokeWidth = 1.0f; 2298 } 2299 const float halfWidth = strokeWidth / 2; 2300 int alpha; 2301 SkXfermode::Mode mode; 2302 getAlphaAndMode(paint, &alpha, &mode); 2303 2304 int verticesCount = count >> 1; 2305 int generatedVerticesCount = 0; 2306 2307 TextureVertex pointsData[verticesCount]; 2308 TextureVertex* vertex = &pointsData[0]; 2309 2310 // TODO: We should optimize this method to not generate vertices for points 2311 // that lie outside of the clip. 2312 mCaches.enableScissor(); 2313 2314 setupDraw(); 2315 setupDrawNoTexture(); 2316 setupDrawPoint(strokeWidth); 2317 setupDrawColor(paint->getColor(), alpha); 2318 setupDrawColorFilter(); 2319 setupDrawShader(); 2320 setupDrawBlending(mode); 2321 setupDrawProgram(); 2322 setupDrawModelViewIdentity(true); 2323 setupDrawColorUniforms(); 2324 setupDrawColorFilterUniforms(); 2325 setupDrawPointUniforms(); 2326 setupDrawShaderIdentityUniforms(); 2327 setupDrawMesh(vertex); 2328 2329 for (int i = 0; i < count; i += 2) { 2330 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2331 generatedVerticesCount++; 2332 2333 float left = points[i] - halfWidth; 2334 float right = points[i] + halfWidth; 2335 float top = points[i + 1] - halfWidth; 2336 float bottom = points [i + 1] + halfWidth; 2337 2338 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2339 } 2340 2341 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2342 2343 return DrawGlInfo::kStatusDrew; 2344} 2345 2346status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2347 // No need to check against the clip, we fill the clip region 2348 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2349 2350 Rect& clip(*mSnapshot->clipRect); 2351 clip.snapToPixelBoundaries(); 2352 2353 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2354 2355 return DrawGlInfo::kStatusDrew; 2356} 2357 2358status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2359 SkPaint* paint) { 2360 if (!texture) return DrawGlInfo::kStatusDone; 2361 const AutoTexture autoCleanup(texture); 2362 2363 const float x = left + texture->left - texture->offset; 2364 const float y = top + texture->top - texture->offset; 2365 2366 drawPathTexture(texture, x, y, paint); 2367 2368 return DrawGlInfo::kStatusDrew; 2369} 2370 2371status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2372 float rx, float ry, SkPaint* p) { 2373 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2374 return DrawGlInfo::kStatusDone; 2375 } 2376 2377 if (p->getPathEffect() != 0) { 2378 mCaches.activeTexture(0); 2379 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2380 right - left, bottom - top, rx, ry, p); 2381 return drawShape(left, top, texture, p); 2382 } 2383 2384 SkPath path; 2385 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2386 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2387 float outset = p->getStrokeWidth() / 2; 2388 rect.outset(outset, outset); 2389 rx += outset; 2390 ry += outset; 2391 } 2392 path.addRoundRect(rect, rx, ry); 2393 drawConvexPath(path, p); 2394 2395 return DrawGlInfo::kStatusDrew; 2396} 2397 2398status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2399 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2400 x + radius, y + radius, p)) { 2401 return DrawGlInfo::kStatusDone; 2402 } 2403 if (p->getPathEffect() != 0) { 2404 mCaches.activeTexture(0); 2405 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2406 return drawShape(x - radius, y - radius, texture, p); 2407 } 2408 2409 SkPath path; 2410 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2411 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2412 } else { 2413 path.addCircle(x, y, radius); 2414 } 2415 drawConvexPath(path, p); 2416 2417 return DrawGlInfo::kStatusDrew; 2418} 2419 2420status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2421 SkPaint* p) { 2422 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2423 return DrawGlInfo::kStatusDone; 2424 } 2425 2426 if (p->getPathEffect() != 0) { 2427 mCaches.activeTexture(0); 2428 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2429 return drawShape(left, top, texture, p); 2430 } 2431 2432 SkPath path; 2433 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2434 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2435 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2436 } 2437 path.addOval(rect); 2438 drawConvexPath(path, p); 2439 2440 return DrawGlInfo::kStatusDrew; 2441} 2442 2443status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2444 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2445 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2446 return DrawGlInfo::kStatusDone; 2447 } 2448 2449 if (fabs(sweepAngle) >= 360.0f) { 2450 return drawOval(left, top, right, bottom, p); 2451 } 2452 2453 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2454 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || 2455 p->getStrokeCap() != SkPaint::kButt_Cap || useCenter) { 2456 mCaches.activeTexture(0); 2457 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2458 startAngle, sweepAngle, useCenter, p); 2459 return drawShape(left, top, texture, p); 2460 } 2461 2462 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2463 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2464 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2465 } 2466 2467 SkPath path; 2468 if (useCenter) { 2469 path.moveTo(rect.centerX(), rect.centerY()); 2470 } 2471 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2472 if (useCenter) { 2473 path.close(); 2474 } 2475 drawConvexPath(path, p); 2476 2477 return DrawGlInfo::kStatusDrew; 2478} 2479 2480// See SkPaintDefaults.h 2481#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2482 2483status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2484 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2485 return DrawGlInfo::kStatusDone; 2486 } 2487 2488 if (p->getStyle() != SkPaint::kFill_Style) { 2489 // only fill style is supported by drawConvexPath, since others have to handle joins 2490 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2491 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2492 mCaches.activeTexture(0); 2493 const PathTexture* texture = 2494 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2495 return drawShape(left, top, texture, p); 2496 } 2497 2498 SkPath path; 2499 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2500 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2501 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2502 } 2503 path.addRect(rect); 2504 drawConvexPath(path, p); 2505 2506 return DrawGlInfo::kStatusDrew; 2507 } 2508 2509 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2510 SkPath path; 2511 path.addRect(left, top, right, bottom); 2512 drawConvexPath(path, p); 2513 } else { 2514 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2515 } 2516 2517 return DrawGlInfo::kStatusDrew; 2518} 2519 2520void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2521 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2522 float x, float y) { 2523 mCaches.activeTexture(0); 2524 2525 // NOTE: The drop shadow will not perform gamma correction 2526 // if shader-based correction is enabled 2527 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2528 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2529 paint, text, bytesCount, count, mShadowRadius, positions); 2530 const AutoTexture autoCleanup(shadow); 2531 2532 const float sx = x - shadow->left + mShadowDx; 2533 const float sy = y - shadow->top + mShadowDy; 2534 2535 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2536 int shadowColor = mShadowColor; 2537 if (mShader) { 2538 shadowColor = 0xffffffff; 2539 } 2540 2541 setupDraw(); 2542 setupDrawWithTexture(true); 2543 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2544 setupDrawColorFilter(); 2545 setupDrawShader(); 2546 setupDrawBlending(true, mode); 2547 setupDrawProgram(); 2548 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2549 setupDrawTexture(shadow->id); 2550 setupDrawPureColorUniforms(); 2551 setupDrawColorFilterUniforms(); 2552 setupDrawShaderUniforms(); 2553 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2554 2555 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2556} 2557 2558status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2559 const float* positions, SkPaint* paint) { 2560 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2561 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2562 return DrawGlInfo::kStatusDone; 2563 } 2564 2565 // NOTE: Skia does not support perspective transform on drawPosText yet 2566 if (!mSnapshot->transform->isSimple()) { 2567 return DrawGlInfo::kStatusDone; 2568 } 2569 2570 float x = 0.0f; 2571 float y = 0.0f; 2572 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2573 if (pureTranslate) { 2574 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2575 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2576 } 2577 2578 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2579 fontRenderer.setFont(paint, *mSnapshot->transform); 2580 2581 int alpha; 2582 SkXfermode::Mode mode; 2583 getAlphaAndMode(paint, &alpha, &mode); 2584 2585 if (CC_UNLIKELY(mHasShadow)) { 2586 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2587 alpha, mode, 0.0f, 0.0f); 2588 } 2589 2590 // Pick the appropriate texture filtering 2591 bool linearFilter = mSnapshot->transform->changesBounds(); 2592 if (pureTranslate && !linearFilter) { 2593 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2594 } 2595 2596 mCaches.activeTexture(0); 2597 setupDraw(); 2598 setupDrawTextGamma(paint); 2599 setupDrawDirtyRegionsDisabled(); 2600 setupDrawWithTexture(true); 2601 setupDrawAlpha8Color(paint->getColor(), alpha); 2602 setupDrawColorFilter(); 2603 setupDrawShader(); 2604 setupDrawBlending(true, mode); 2605 setupDrawProgram(); 2606 setupDrawModelView(x, y, x, y, pureTranslate, true); 2607 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2608 setupDrawPureColorUniforms(); 2609 setupDrawColorFilterUniforms(); 2610 setupDrawShaderUniforms(pureTranslate); 2611 setupDrawTextGammaUniforms(); 2612 2613 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2614 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2615 2616 const bool hasActiveLayer = hasLayer(); 2617 2618 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2619 positions, hasActiveLayer ? &bounds : NULL)) { 2620 if (hasActiveLayer) { 2621 if (!pureTranslate) { 2622 mSnapshot->transform->mapRect(bounds); 2623 } 2624 dirtyLayerUnchecked(bounds, getRegion()); 2625 } 2626 } 2627 2628 return DrawGlInfo::kStatusDrew; 2629} 2630 2631status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2632 float x, float y, const float* positions, SkPaint* paint, float length) { 2633 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2634 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2635 return DrawGlInfo::kStatusDone; 2636 } 2637 2638 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2639 switch (paint->getTextAlign()) { 2640 case SkPaint::kCenter_Align: 2641 x -= length / 2.0f; 2642 break; 2643 case SkPaint::kRight_Align: 2644 x -= length; 2645 break; 2646 default: 2647 break; 2648 } 2649 2650 SkPaint::FontMetrics metrics; 2651 paint->getFontMetrics(&metrics, 0.0f); 2652 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2653 return DrawGlInfo::kStatusDone; 2654 } 2655 2656#if DEBUG_GLYPHS 2657 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2658 SkTypeface::UniqueID(paint->getTypeface())); 2659#endif 2660 2661 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2662 fontRenderer.setFont(paint, *mSnapshot->transform); 2663 2664 const float oldX = x; 2665 const float oldY = y; 2666 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2667 if (CC_LIKELY(pureTranslate)) { 2668 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2669 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2670 } 2671 2672 int alpha; 2673 SkXfermode::Mode mode; 2674 getAlphaAndMode(paint, &alpha, &mode); 2675 2676 if (CC_UNLIKELY(mHasShadow)) { 2677 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2678 oldX, oldY); 2679 } 2680 2681 // Pick the appropriate texture filtering 2682 bool linearFilter = mSnapshot->transform->changesBounds(); 2683 if (pureTranslate && !linearFilter) { 2684 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2685 } 2686 2687 // The font renderer will always use texture unit 0 2688 mCaches.activeTexture(0); 2689 setupDraw(); 2690 setupDrawTextGamma(paint); 2691 setupDrawDirtyRegionsDisabled(); 2692 setupDrawWithTexture(true); 2693 setupDrawAlpha8Color(paint->getColor(), alpha); 2694 setupDrawColorFilter(); 2695 setupDrawShader(); 2696 setupDrawBlending(true, mode); 2697 setupDrawProgram(); 2698 setupDrawModelView(x, y, x, y, pureTranslate, true); 2699 // See comment above; the font renderer must use texture unit 0 2700 // assert(mTextureUnit == 0) 2701 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2702 setupDrawPureColorUniforms(); 2703 setupDrawColorFilterUniforms(); 2704 setupDrawShaderUniforms(pureTranslate); 2705 setupDrawTextGammaUniforms(); 2706 2707 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2708 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2709 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2710 2711 const bool hasActiveLayer = hasLayer(); 2712 2713 bool status; 2714 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2715 SkPaint paintCopy(*paint); 2716 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2717 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2718 positions, hasActiveLayer ? &bounds : NULL); 2719 } else { 2720 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2721 positions, hasActiveLayer ? &bounds : NULL); 2722 } 2723 2724 if (status && hasActiveLayer) { 2725 if (!pureTranslate) { 2726 mSnapshot->transform->mapRect(bounds); 2727 } 2728 dirtyLayerUnchecked(bounds, getRegion()); 2729 } 2730 2731 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2732 2733 return DrawGlInfo::kStatusDrew; 2734} 2735 2736status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2737 float hOffset, float vOffset, SkPaint* paint) { 2738 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2739 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2740 return DrawGlInfo::kStatusDone; 2741 } 2742 2743 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2744 fontRenderer.setFont(paint, *mSnapshot->transform); 2745 2746 int alpha; 2747 SkXfermode::Mode mode; 2748 getAlphaAndMode(paint, &alpha, &mode); 2749 2750 mCaches.activeTexture(0); 2751 setupDraw(); 2752 setupDrawTextGamma(paint); 2753 setupDrawDirtyRegionsDisabled(); 2754 setupDrawWithTexture(true); 2755 setupDrawAlpha8Color(paint->getColor(), alpha); 2756 setupDrawColorFilter(); 2757 setupDrawShader(); 2758 setupDrawBlending(true, mode); 2759 setupDrawProgram(); 2760 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2761 setupDrawTexture(fontRenderer.getTexture(true)); 2762 setupDrawPureColorUniforms(); 2763 setupDrawColorFilterUniforms(); 2764 setupDrawShaderUniforms(false); 2765 setupDrawTextGammaUniforms(); 2766 2767 const Rect* clip = &mSnapshot->getLocalClip(); 2768 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2769 2770 const bool hasActiveLayer = hasLayer(); 2771 2772 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2773 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2774 if (hasActiveLayer) { 2775 mSnapshot->transform->mapRect(bounds); 2776 dirtyLayerUnchecked(bounds, getRegion()); 2777 } 2778 } 2779 2780 return DrawGlInfo::kStatusDrew; 2781} 2782 2783status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2784 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2785 2786 mCaches.activeTexture(0); 2787 2788 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2789 if (!texture) return DrawGlInfo::kStatusDone; 2790 const AutoTexture autoCleanup(texture); 2791 2792 const float x = texture->left - texture->offset; 2793 const float y = texture->top - texture->offset; 2794 2795 drawPathTexture(texture, x, y, paint); 2796 2797 return DrawGlInfo::kStatusDrew; 2798} 2799 2800status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2801 if (!layer) { 2802 return DrawGlInfo::kStatusDone; 2803 } 2804 2805 mat4* transform = NULL; 2806 if (layer->isTextureLayer()) { 2807 transform = &layer->getTransform(); 2808 if (!transform->isIdentity()) { 2809 save(0); 2810 mSnapshot->transform->multiply(*transform); 2811 } 2812 } 2813 2814 Rect transformed; 2815 Rect clip; 2816 const bool rejected = quickRejectNoScissor(x, y, 2817 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2818 2819 if (rejected) { 2820 if (transform && !transform->isIdentity()) { 2821 restore(); 2822 } 2823 return DrawGlInfo::kStatusDone; 2824 } 2825 2826 updateLayer(layer, true); 2827 2828 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2829 mCaches.activeTexture(0); 2830 2831 if (CC_LIKELY(!layer->region.isEmpty())) { 2832 SkiaColorFilter* oldFilter = mColorFilter; 2833 mColorFilter = layer->getColorFilter(); 2834 2835 if (layer->region.isRect()) { 2836 composeLayerRect(layer, layer->regionRect); 2837 } else if (layer->mesh) { 2838 const float a = layer->getAlpha() / 255.0f; 2839 setupDraw(); 2840 setupDrawWithTexture(); 2841 setupDrawColor(a, a, a, a); 2842 setupDrawColorFilter(); 2843 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2844 setupDrawProgram(); 2845 setupDrawPureColorUniforms(); 2846 setupDrawColorFilterUniforms(); 2847 setupDrawTexture(layer->getTexture()); 2848 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2849 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2850 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2851 2852 layer->setFilter(GL_NEAREST); 2853 setupDrawModelViewTranslate(tx, ty, 2854 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2855 } else { 2856 layer->setFilter(GL_LINEAR); 2857 setupDrawModelViewTranslate(x, y, 2858 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2859 } 2860 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2861 2862 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2863 GL_UNSIGNED_SHORT, layer->meshIndices); 2864 2865 finishDrawTexture(); 2866 2867#if DEBUG_LAYERS_AS_REGIONS 2868 drawRegionRects(layer->region); 2869#endif 2870 } 2871 2872 mColorFilter = oldFilter; 2873 2874 if (layer->debugDrawUpdate) { 2875 layer->debugDrawUpdate = false; 2876 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2877 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2878 } 2879 } 2880 2881 if (transform && !transform->isIdentity()) { 2882 restore(); 2883 } 2884 2885 return DrawGlInfo::kStatusDrew; 2886} 2887 2888/////////////////////////////////////////////////////////////////////////////// 2889// Shaders 2890/////////////////////////////////////////////////////////////////////////////// 2891 2892void OpenGLRenderer::resetShader() { 2893 mShader = NULL; 2894} 2895 2896void OpenGLRenderer::setupShader(SkiaShader* shader) { 2897 mShader = shader; 2898 if (mShader) { 2899 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2900 } 2901} 2902 2903/////////////////////////////////////////////////////////////////////////////// 2904// Color filters 2905/////////////////////////////////////////////////////////////////////////////// 2906 2907void OpenGLRenderer::resetColorFilter() { 2908 mColorFilter = NULL; 2909} 2910 2911void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2912 mColorFilter = filter; 2913} 2914 2915/////////////////////////////////////////////////////////////////////////////// 2916// Drop shadow 2917/////////////////////////////////////////////////////////////////////////////// 2918 2919void OpenGLRenderer::resetShadow() { 2920 mHasShadow = false; 2921} 2922 2923void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2924 mHasShadow = true; 2925 mShadowRadius = radius; 2926 mShadowDx = dx; 2927 mShadowDy = dy; 2928 mShadowColor = color; 2929} 2930 2931/////////////////////////////////////////////////////////////////////////////// 2932// Draw filters 2933/////////////////////////////////////////////////////////////////////////////// 2934 2935void OpenGLRenderer::resetPaintFilter() { 2936 mHasDrawFilter = false; 2937} 2938 2939void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2940 mHasDrawFilter = true; 2941 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2942 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2943} 2944 2945SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2946 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2947 2948 uint32_t flags = paint->getFlags(); 2949 2950 mFilteredPaint = *paint; 2951 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2952 2953 return &mFilteredPaint; 2954} 2955 2956/////////////////////////////////////////////////////////////////////////////// 2957// Drawing implementation 2958/////////////////////////////////////////////////////////////////////////////// 2959 2960void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2961 float x, float y, SkPaint* paint) { 2962 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2963 return; 2964 } 2965 2966 int alpha; 2967 SkXfermode::Mode mode; 2968 getAlphaAndMode(paint, &alpha, &mode); 2969 2970 setupDraw(); 2971 setupDrawWithTexture(true); 2972 setupDrawAlpha8Color(paint->getColor(), alpha); 2973 setupDrawColorFilter(); 2974 setupDrawShader(); 2975 setupDrawBlending(true, mode); 2976 setupDrawProgram(); 2977 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2978 setupDrawTexture(texture->id); 2979 setupDrawPureColorUniforms(); 2980 setupDrawColorFilterUniforms(); 2981 setupDrawShaderUniforms(); 2982 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2983 2984 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2985 2986 finishDrawTexture(); 2987} 2988 2989// Same values used by Skia 2990#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2991#define kStdUnderline_Offset (1.0f / 9.0f) 2992#define kStdUnderline_Thickness (1.0f / 18.0f) 2993 2994void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2995 float x, float y, SkPaint* paint) { 2996 // Handle underline and strike-through 2997 uint32_t flags = paint->getFlags(); 2998 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2999 SkPaint paintCopy(*paint); 3000 float underlineWidth = length; 3001 // If length is > 0.0f, we already measured the text for the text alignment 3002 if (length <= 0.0f) { 3003 underlineWidth = paintCopy.measureText(text, bytesCount); 3004 } 3005 3006 if (CC_LIKELY(underlineWidth > 0.0f)) { 3007 const float textSize = paintCopy.getTextSize(); 3008 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3009 3010 const float left = x; 3011 float top = 0.0f; 3012 3013 int linesCount = 0; 3014 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3015 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3016 3017 const int pointsCount = 4 * linesCount; 3018 float points[pointsCount]; 3019 int currentPoint = 0; 3020 3021 if (flags & SkPaint::kUnderlineText_Flag) { 3022 top = y + textSize * kStdUnderline_Offset; 3023 points[currentPoint++] = left; 3024 points[currentPoint++] = top; 3025 points[currentPoint++] = left + underlineWidth; 3026 points[currentPoint++] = top; 3027 } 3028 3029 if (flags & SkPaint::kStrikeThruText_Flag) { 3030 top = y + textSize * kStdStrikeThru_Offset; 3031 points[currentPoint++] = left; 3032 points[currentPoint++] = top; 3033 points[currentPoint++] = left + underlineWidth; 3034 points[currentPoint++] = top; 3035 } 3036 3037 paintCopy.setStrokeWidth(strokeWidth); 3038 3039 drawLines(&points[0], pointsCount, &paintCopy); 3040 } 3041 } 3042} 3043 3044status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3045 if (mSnapshot->isIgnored()) { 3046 return DrawGlInfo::kStatusDone; 3047 } 3048 3049 float left = FLT_MAX; 3050 float top = FLT_MAX; 3051 float right = FLT_MIN; 3052 float bottom = FLT_MIN; 3053 3054 int vertexCount = 0; 3055 Vertex mesh[count * 6]; 3056 Vertex* vertex = mesh; 3057 3058 for (int i = 0; i < count; i++) { 3059 int index = i * 4; 3060 float l = rects[index + 0]; 3061 float t = rects[index + 1]; 3062 float r = rects[index + 2]; 3063 float b = rects[index + 3]; 3064 3065 if (!quickRejectNoScissor(left, top, right, bottom)) { 3066 Vertex::set(vertex++, l, b); 3067 Vertex::set(vertex++, l, t); 3068 Vertex::set(vertex++, r, t); 3069 Vertex::set(vertex++, l, b); 3070 Vertex::set(vertex++, r, t); 3071 Vertex::set(vertex++, r, b); 3072 3073 vertexCount += 6; 3074 3075 left = fminf(left, l); 3076 top = fminf(top, t); 3077 right = fmaxf(right, r); 3078 bottom = fmaxf(bottom, b); 3079 } 3080 } 3081 3082 if (count == 0) return DrawGlInfo::kStatusDone; 3083 3084 int color = paint->getColor(); 3085 // If a shader is set, preserve only the alpha 3086 if (mShader) { 3087 color |= 0x00ffffff; 3088 } 3089 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3090 3091 setupDraw(); 3092 setupDrawNoTexture(); 3093 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3094 setupDrawShader(); 3095 setupDrawColorFilter(); 3096 setupDrawBlending(mode); 3097 setupDrawProgram(); 3098 setupDrawDirtyRegionsDisabled(); 3099 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f); 3100 setupDrawColorUniforms(); 3101 setupDrawShaderUniforms(); 3102 setupDrawColorFilterUniforms(); 3103 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3104 3105 if (hasLayer()) { 3106 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 3107 } 3108 3109 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3110 3111 return DrawGlInfo::kStatusDrew; 3112} 3113 3114void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3115 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3116 // If a shader is set, preserve only the alpha 3117 if (mShader) { 3118 color |= 0x00ffffff; 3119 } 3120 3121 setupDraw(); 3122 setupDrawNoTexture(); 3123 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3124 setupDrawShader(); 3125 setupDrawColorFilter(); 3126 setupDrawBlending(mode); 3127 setupDrawProgram(); 3128 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3129 setupDrawColorUniforms(); 3130 setupDrawShaderUniforms(ignoreTransform); 3131 setupDrawColorFilterUniforms(); 3132 setupDrawSimpleMesh(); 3133 3134 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3135} 3136 3137void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3138 Texture* texture, SkPaint* paint) { 3139 int alpha; 3140 SkXfermode::Mode mode; 3141 getAlphaAndMode(paint, &alpha, &mode); 3142 3143 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3144 3145 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3146 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3147 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3148 3149 texture->setFilter(GL_NEAREST, true); 3150 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3151 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3152 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3153 } else { 3154 texture->setFilter(FILTER(paint), true); 3155 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3156 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3157 GL_TRIANGLE_STRIP, gMeshCount); 3158 } 3159} 3160 3161void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3162 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3163 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3164 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3165} 3166 3167void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3168 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3169 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3170 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3171 3172 setupDraw(); 3173 setupDrawWithTexture(); 3174 setupDrawColor(alpha, alpha, alpha, alpha); 3175 setupDrawColorFilter(); 3176 setupDrawBlending(blend, mode, swapSrcDst); 3177 setupDrawProgram(); 3178 if (!dirty) setupDrawDirtyRegionsDisabled(); 3179 if (!ignoreScale) { 3180 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3181 } else { 3182 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3183 } 3184 setupDrawTexture(texture); 3185 setupDrawPureColorUniforms(); 3186 setupDrawColorFilterUniforms(); 3187 setupDrawMesh(vertices, texCoords, vbo); 3188 3189 glDrawArrays(drawMode, 0, elementsCount); 3190 3191 finishDrawTexture(); 3192} 3193 3194void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3195 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3196 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3197 bool ignoreTransform, bool dirty) { 3198 3199 setupDraw(); 3200 setupDrawWithTexture(true); 3201 if (hasColor) { 3202 setupDrawAlpha8Color(color, alpha); 3203 } 3204 setupDrawColorFilter(); 3205 setupDrawShader(); 3206 setupDrawBlending(true, mode); 3207 setupDrawProgram(); 3208 if (!dirty) setupDrawDirtyRegionsDisabled(); 3209 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3210 setupDrawTexture(texture); 3211 setupDrawPureColorUniforms(); 3212 setupDrawColorFilterUniforms(); 3213 setupDrawShaderUniforms(); 3214 setupDrawMesh(vertices, texCoords); 3215 3216 glDrawArrays(drawMode, 0, elementsCount); 3217 3218 finishDrawTexture(); 3219} 3220 3221void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3222 ProgramDescription& description, bool swapSrcDst) { 3223 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3224 3225 if (blend) { 3226 // These blend modes are not supported by OpenGL directly and have 3227 // to be implemented using shaders. Since the shader will perform 3228 // the blending, turn blending off here 3229 // If the blend mode cannot be implemented using shaders, fall 3230 // back to the default SrcOver blend mode instead 3231 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3232 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3233 description.framebufferMode = mode; 3234 description.swapSrcDst = swapSrcDst; 3235 3236 if (mCaches.blend) { 3237 glDisable(GL_BLEND); 3238 mCaches.blend = false; 3239 } 3240 3241 return; 3242 } else { 3243 mode = SkXfermode::kSrcOver_Mode; 3244 } 3245 } 3246 3247 if (!mCaches.blend) { 3248 glEnable(GL_BLEND); 3249 } 3250 3251 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3252 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3253 3254 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3255 glBlendFunc(sourceMode, destMode); 3256 mCaches.lastSrcMode = sourceMode; 3257 mCaches.lastDstMode = destMode; 3258 } 3259 } else if (mCaches.blend) { 3260 glDisable(GL_BLEND); 3261 } 3262 mCaches.blend = blend; 3263} 3264 3265bool OpenGLRenderer::useProgram(Program* program) { 3266 if (!program->isInUse()) { 3267 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3268 program->use(); 3269 mCaches.currentProgram = program; 3270 return false; 3271 } 3272 return true; 3273} 3274 3275void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3276 TextureVertex* v = &mMeshVertices[0]; 3277 TextureVertex::setUV(v++, u1, v1); 3278 TextureVertex::setUV(v++, u2, v1); 3279 TextureVertex::setUV(v++, u1, v2); 3280 TextureVertex::setUV(v++, u2, v2); 3281} 3282 3283void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3284 getAlphaAndModeDirect(paint, alpha, mode); 3285 *alpha *= mSnapshot->alpha; 3286} 3287 3288}; // namespace uirenderer 3289}; // namespace android 3290